/Engine/Source/Runtime/Engine/Classes/Engine/SkinnedAssetCommon.h
Struct containing information for a particular LOD level, such as materials and info for when to use it.
struct FSkeletalMeshLODInfo
TObjectPtr<UAn...
BakePose
Pose which should be used to reskin vertex influences for which the bones will be removed in this LOD level, uses ref-pose by default
TObjectPtr<UAn...
BakePoseOverride
This is used when you are sharing the LOD settings, but you'd like to override the BasePose.
uint8:  1
bAllowCPUAccess
Keeps this LODs data on the CPU so it can be used for things such as sampling in FX.
uint8: 1
bHasBeenSimplified
Whether to disable morph targets for this LOD.
uint8:  1
bHasPerLODVertexColors
uint8: 1
bImportWithBaseMesh
This boolean specify if the LOD was imported with the base mesh or not.
TArray<FBoneRe...
BonesToPrioritize
Bones which should be prioritized for the quality, this will be weighted toward keeping source data.
TArray<FBoneRe...
BonesToRemove
Bones which should be removed from the skeleton for the LOD level
uint8:  1
bSupportUniformlyDistributedSampling
Mesh supports uniformly distributed sampling in constant time.
FGuid
BuildGUID
Temporary build GUID data We use this GUID to store the LOD Key so we can know if the LOD needs to be rebuilt This GUID is set when we Cache the render data (build function)
FSkeletalMeshBu...
BuildSettings
Build settings to apply when building render data.
float
LODHysteresis
Used to avoid 'flickering' when on LOD boundary.
TArray< int32 >
LODMaterialMap
Mapping table from this LOD's materials to theUSkeletalMeshmaterials array.
float
MorphTargetPositionErrorTolerance
The Morph target position error tolerance in microns.
FSkeletalMeshOp...
ReductionSettings
Reduction settings to apply when building render data.
FPerPlatformFlo...
ScreenSize
ScreenSize to display this LOD.
TArray<FSectio...
SectionsToPrioritize
Sections which should be prioritized for the quality, this will be weighted toward keeping source data.
ESkinCacheUsage
SkinCacheUsage
How this LOD uses the skin cache feature.
FString
SourceImportFilename
The filename of the file tha was used to import this LOD if it was not auto generated.
TArray<FSkelet...
VertexAttributes
List of vertex attributes to include for rendering and what type they should be
float
WeightOfPrioritization
How much to consideration to give BonesToPrioritize and SectionsToPrioritize.